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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-06-09 09:20:44 +00:00

Fix issues with rendering order (#193)

* Rework render passes
* Fix drawing order logic
Mostly at least, probably need the objects OrderFlags to do better.
* Third pass required for Lut Gholein palace roof
This commit is contained in:
Ziemas 2019-11-17 04:53:55 +01:00 committed by Tim Sarbin
parent 7044a1695c
commit 404a87afd4

View File

@ -134,22 +134,70 @@ func (v *Engine) GenTiles(region *EngineRegion) {
}
func (v *Engine) RenderRegion(region EngineRegion, target *ebiten.Image) {
//tilesToRender := make([]RegionTile, len(region.Tiles))
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
v.RenderTile(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
v.RenderPass1(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
v.RenderPass2(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
for tileIdx := range region.Tiles {
sx, sy := d2helper.IsoToScreen(region.Tiles[tileIdx].tileX+region.Rect.Left, region.Tiles[tileIdx].tileY+region.Rect.Top, int(v.OffsetX), int(v.OffsetY))
if sx > -160 && sy > -160 && sx <= 880 && sy <= 1000 {
v.RenderPass3(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
if v.ShowTiles > 0 {
v.DrawTileLines(region.Region, region.Tiles[tileIdx].offX, region.Tiles[tileIdx].offY, region.Tiles[tileIdx].tileX, region.Tiles[tileIdx].tileY, target)
}
}
}
//for _, tile := range tilesToRender {
// v.RenderTileObjects(region.Region, tile.offX, tile.offY, tile.tileX, tile.tileY, target)
//}
}
func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target *ebiten.Image) {
func (v *Engine) RenderPass1(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
}
for i := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
}
// Draw lower walls
for i := range tile.Walls {
if tile.Walls[i].Orientation <= 15 {
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
}
func (v *Engine) RenderPass2(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
// Draw upper walls
for i := range tile.Walls {
if tile.Walls[i].Orientation >= 15 {
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
for _, obj := range region.AnimationEntities {
if int(math.Floor(obj.LocationX)) == x && int(math.Floor(obj.LocationY)) == y {
obj.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
@ -160,13 +208,20 @@ func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target
npc.Render(target, offX+int(v.OffsetX), offY+int(v.OffsetY))
}
}
}
func (v *Engine) RenderPass3(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
// Draw ceilings
for i := range tile.Walls {
if tile.Walls[i].Hidden || tile.Walls[i].Orientation != 15 {
if tile.Walls[i].Orientation != 15 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
}
func (v *Engine) DrawTileLines(region *Region, offX, offY, x, y int, target *ebiten.Image) {
if v.ShowTiles > 0 {
subtileColor := color.RGBA{255, 100, 100, 140}
tileColor := color.RGBA{255, 255, 255, 255}
@ -189,47 +244,3 @@ func (v *Engine) RenderTileObjects(region *Region, offX, offY, x, y int, target
}
}
}
func (v *Engine) RenderTile(region *Region, offX, offY, x, y int, target *ebiten.Image) {
tile := region.DS1.Tiles[y][x]
for i := range tile.Floors {
if tile.Floors[i].Hidden || tile.Floors[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeFloors, i, target)
}
for i := range tile.Shadows {
if tile.Shadows[i].Hidden || tile.Shadows[i].Prop1 == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeShadows, i, target)
}
for i := range tile.Walls {
if tile.Walls[i].Orientation >= 15 {
// Upper walls only
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
v.RenderTileObjects(region, offX, offY, x, y, target)
for i := range tile.Walls {
if tile.Walls[i].Orientation <= 15 {
// Lower walls only
continue
}
if tile.Walls[i].Hidden || tile.Walls[i].Orientation == 15 || tile.Walls[i].Orientation == 10 || tile.Walls[i].Orientation == 11 || tile.Walls[i].Orientation == 0 {
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
for i := range tile.Walls {
if tile.Walls[i].Orientation != 15 {
// Ceiling only
continue
}
region.RenderTile(offX+int(v.OffsetX), offY+int(v.OffsetY), x, y, d2enum.RegionLayerTypeWalls, i, target)
}
}